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Rec.Autos.Simulators Archive

GPL 1.2 Experience in League Race

2 posts by 2 people · 04 Oct 1999 - 04 Oct 1999

Kevin 04 Oct 1999#497410
We ran our first MARA league race of the season using the leaked 1.2 beta. We had tested it with 4 or 5 racers the other night, with great success. The collisions and touches were much better, the cars were incredibly solid looking, and we could run side by side with confidence. There was a few occasions of cars winking out of existence for a second or two, but generally we were impressed. Our league race had 12 (I think) drivers connected. We had a couple of people that were having trouble staying connected, and I've got to say I think the internet has gotten worse since last year. Or maybe it's just my server connection (cable). Generally, the race went fairly well, but we did have some interesting problems. There was quite a bit of cars disappearing for extended periods. This caused some collisions with invisible cars re-appearing at the same place. We had a number of drivers given black flags for course cuts they didn't do. I'm wondering if it is caused by them disappearing from the server, and then re-appearing on the other side of a corner, with a straight line between the two positions cutting the corner. I'll try turning the cut-course off for the next race, if I can figure out how to do that. I also had some strange jumps in my car's position (host). Once it occurred coming into T1 at Kyalami. One second I was approaching my braking point, and then the car jumped well past. I didn't make the corner. Never had anything like that happen with 1.0 or 1.1. I realize this is only a Beta version of 1.2. I'm hoping the real one will be a bit different. Internet racing may still be something that will work well only in a few years, but I hate to wait! -- Kevin Caldwell
Doug Gordon 04 Oct 1999#497411
Having been in this same race, I would agree that the 'net is getting more bogged down, probably due to always increasing numbers of users. My raw DOS-level ping times have been about 25% higher to the same servers that we were using last spring. This doesn't help GPL's latency any! The start of the race, with 12 or more on the grid, was a problem as usual with several warp-induced crashes when cars materialized on top of each other. I'm not sure that it was much better than 1.0. I was disconnected on the last lap, and again I notice that a lot of disconnects seem to occur also at the end of a race when people are going back to the pit screen. Anyone else noticed this? I have my doubts about Internet racing ever being truly smooth since we are dealing with two different time scales: the realtime speed of the cars and their interactions at close quarters vs. the inherent time lag in routing messages over a world-wide network. Frankly, it astounds me that I can get a latency time of .350 seconds between Detroit and Calgary when the "tracert" utility shows that the messages are taking about 12-14 hops through routers in between. It's nonetheless hard to simulate reality when your information lags behind by that much or more. Doug G Sent via Deja.com http://www.deja.com/ Before you buy.

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